[Plugin] Photon Cloud

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Post » Mon Jan 11, 2016 4:33 pm

markvk wrote:Has anyone already tried to export a multiplayer game based on the photon plugin as ios-app and confirmed it works on ios?

Did you search the topic for 'ios' keyword?
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Post » Wed Jan 13, 2016 4:16 am

@thephotons I have a question for you and your framework...

Using the Multiplayer C2 plugin, I've tried in the past to set up a peer-to-peer chat program. The first person to join a room was always the HOST broadcasting messages from a client to all the others. My goal was that this would be able to run on mobile devices, but, I found that if the mobile device acting as the server ever minimizes my app, I'd have about a minute or so before the connection is dropped all together, and as such, so are the rest of the PEERS in the room. Most likely in effort to save power/battery consumption.

Now, where you come in.... :)

Can I use the Photon cloud plugin/service to maintain a connection between PEERS such that one client doesn't need to take on the role of HOST (broadcasting everyone's messages to the rest of the PEERS and taking the hole connection down when them minimize my app?

It has been suggested in the past instead that I should have a dedicated physical (or virtual) server that mobile clients can connect to -- can your plugin provide this?

Please let me know.

Cheers!

-Remy
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Post » Wed Jan 13, 2016 11:59 am

How websocket processed and how frequently javascript gets called in background depends on platform which you use. Photon lib can't do much with it. For instance, as far as I know, browsers in background decrease javascript call rate to 1 per sec. That still allows to keep connection to the server but not enough to run game logic as master client. I guess master client should disconnect by itself when app goes to background.

Photon supports self-hosted servers. But you can't connect to such servers with plugin currently. I think we will add self-hosted support in course of time.
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Post » Thu Jan 28, 2016 3:54 pm

ThePhotons wrote:Sorry. NW.JS is not fixed yet. I hope server guys will have a time for the issue soon.


Tried today to see if it's working and... surprise! NW.js export works flawlessly with Photon plugin. Nice!

NOTE: using Construct 2 r221
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Post » Sun Jan 31, 2016 11:41 pm

Does the photon plugin work with a cordova export? Will it work on iOS and android through cordova?
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Post » Mon Feb 01, 2016 5:12 pm

jsj wrote:Tried today to see if it's working and... surprise! NW.js export works flawlessly with Photon plugin. Nice!
Yes, server was updated recently with fixed version. We are still working on couple of websocket issues which may arise on some clients.
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Post » Wed Feb 03, 2016 1:58 pm

llfstudios wrote:Does the photon plugin work with a cordova export? Will it work on iOS and android through cordova?
We did not test this yet. Did you? It should work in theory as any other javascript app.
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Post » Wed Feb 03, 2016 2:01 pm

Now plugin and demos available as Photon Scirra SDK: https://www.photonengine.com/en-US/Real ... construct2
It's the same plugin as before except that self-hosted servers support added (which is not very useful until Photon server v4 is available). So you most likely do not need to update.
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Post » Tue Feb 23, 2016 5:27 pm

Is there any tutorial whatsoever on how to use this plugin, past the basic installation? It's completely different from the c2 multiplayer plugin in terms of actions, so I can't really guess what everything does. I would have though someone would have written on by now, especially since it's been available for over a year.
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Post » Wed Feb 24, 2016 3:15 am

ThePhotons wrote:Now plugin and demos available as Photon Scirra SDK: https://www.photonengine.com/en-US/Real ... construct2
It's the same plugin as before except that self-hosted servers support added (which is not very useful until Photon server v4 is available). So you most likely do not need to update.


..."which is not very useful until Photon server v4 is available)" ... When will that be @ThePhotons?
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